IRC logs for #openttd on OFTC at 2026-05-01
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05:46:32 <DorpsGek> - Update: Translations from eints (by translators)
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06:05:35 <verbosetiger> They might have been better off using clippy
07:32:42 <reldred> they're apparently not accepting any new github copilot subscriptions lmao
07:33:09 <reldred> i wish a very merry financial ruin on all ai pigfuckers
08:20:49 <locosage> ahyangyi: I've always planned to do some optimizing in grf-py but never actually got to it
08:21:08 <locosage> switch code generation in general kinda got stuck in POC phase
08:34:02 <__abigail> reldred: HAHAHAHAHAHA
08:58:57 <_zephyris> At risk of making everything kick off, has anyone tried running any local AI autocomplete/agentic tools, using LM studio or similar?
09:01:24 <peter1138> I don't need to, clangd handles all the autocompletion I need in a sane manner.
09:01:43 <peter1138> It is not a task that requires hallucination.
09:25:51 <peter1138> > PS. It works, but donβt use this! PPS. If you do, you will die, and it will hurt the whole time youβre dying.
09:40:00 <_zephyris> Now that's a disclaimer
09:42:26 <LordAro> the tgz download contains only the source, if you're interested in how it works
09:42:43 <LordAro> though LD_PRELOAD should be a significant clue
09:42:51 <andythenorth> I tried Cursor at the weekend, ran out of tokens in 20 mins on free trial
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10:35:58 <locosage> that I don't run out of free tokens kinda shows how little coding I do these days
10:40:15 <mnhebi> andythenorth: tis why I'm retaining my old computer, and gona run a local model on it. Can't run out of tokens. Helps it already got enormous amount of RAM..just, its DDR4 but oh well
10:42:14 <peter1138> Funny, all the coding I do and I've never used up any 'free tokens'.
10:46:20 <mnhebi> yeah well, how are you gona sweet talk Skynet when he comes around eh. Gotta know how they think to suck up to them.
11:03:55 <__abigail> I do not want to hear "Thank You" from supermarket workers
11:03:55 <__abigail> I do not want to be asked "how are you going?" unless I am reluctantly making small talk at the checkout
11:04:43 <reldred> eh, I'll chat and make small talk if someone else initiates it
11:05:12 <reldred> being nice to people is nice
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11:45:57 <peter1138> Hmm, re #15562, should we fixup savegames as well?
12:15:41 <LordAro> that issue feels like one that users think should be really simple to resolve, but is actually really complicated
12:19:37 <talltyler> I dunno, can't you check if the user has the order window for that train open?
12:24:46 <_glx_> Should be possible to not trigger warning if vehicle is stopped in depot
12:25:37 <LordAro> talltyler: my thinking is that it's an event that's triggered game-wide
12:25:55 <LordAro> could just ignore news settings and not display it for a particular user, but it'd be hacky
12:26:12 <LordAro> and full of heated spacebars
12:26:28 <talltyler> Mm, good point. But warnings should definitely be surpressed for vehicles stopped in depots (if they're not already)
12:31:11 <LordAro> should they? half the point of the news item is to find vehicles that the user forgot about
12:31:53 <LordAro> or rather, that's the whole point of 'is stopped in depot'
12:32:11 <talltyler> Is it? I have all my warnings disabled because they get so spammy π
12:32:20 <LordAro> i'll grant you the order count news item could be skipped if the vehicle is stopped in depot
12:34:48 <talltyler> Oh, this setting already exists π
12:35:58 <talltyler> Perhaps "exclude stopped" should be the default value, though.
12:37:18 <peter1138> Nah, we already changed the default settings once, that's permanent for all time ;-)
12:37:42 <peter1138> (Yeah, no objection to changing that default to Exclude Stopped)
12:42:10 <audigex> I've been thinking for a while OTTD needs a popout notification/warning area
12:42:10 <audigex> A vehicle could show at the bottom as nromal, then move to the sidebar notification/warning area. Then maybe pop up twice more but after that it just stays silent and is visible in the notificiation/warning area but doesn't keep popping up
12:42:10 <audigex> Have 2-3 icons to show how many warnings you have of different levels of severity (news, warning, problem?) maybe
12:42:30 <audigex> I say "needs", we've managed fine without it for 30 years. "It might be beneficial to have..." is probably closer to the mark
12:45:35 <peter1138> So we have popups, and the message list, but we should add another area too?
12:48:17 <audigex> I was more thinking a modernisation/replacement of the message list that nobody really uses anyway as far as I can tell, and use the change as an excuse to de-tune popup frequencies/numbers
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12:53:35 <locosage> peter1138: both suck at actually bringing important events to players' attention
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12:55:09 <locosage> I was thinking of doing some kind of notification area in cmclient too
13:02:08 <_glx_> but it really looks like they should play JGRPP π
13:03:40 <Philemon> _jgr_: ^ just appreciating you work!
13:17:12 <peter1138> Ah, the old "the game should just know what I think is relevant"
13:18:44 <mnhebi> you mean to tell me games don't read my mind?
13:28:03 <talltyler> I think "no" reads oddly in code. Maybe follow the string name, where the code says "off" but the player-facing string says "no"?
13:49:29 <verbosetiger> verbosecodesviaGitHu: Sorry to cause issues not very familiar with GIT I only used it once 10 years ago and I've been using TFS ever since any ideas on why its asking for tab indentation? From what I could tell the indentation matches the existing code in other places?
13:51:51 <peter1138> We use tabs for indentation, not spaces.
13:52:01 <peter1138> Even though it lines up, your editor is using spaces.
13:53:27 <verbosetiger> Ah that makes sense thank you
13:56:30 <_glx_> talltyler: caused by the line before it, it triggers `re.match(r"^}$", line)`
14:00:09 <_glx_> ah no it's the spaces `# Line does not start with a tab and have <word>::<word>. That looks like the begin of a function, so reset the state.`
14:02:57 <verbosetiger> replaced with tabs now so hopefully that will sort it
14:13:02 <talltyler> You've got some trailing whitespace π
14:27:11 <audigex> peter1138: I mean, I think I covered that with "If the user ignores it three times"
14:27:11 <audigex> Is that not a fairly clear indication that the user considers it irrelevant? They've seen it three times and not bothered to do anything about it
14:27:47 <audigex> I wasn't expecting the game to guess or read the player's mind, just suggesting that perhaps we could take a hint when they ignore something that they don't care abou tit
14:27:57 <LordAro> if i saw a notification that i'd already ignored the first time 3 times i'd get annoyed by it and turn the whole system off
14:28:56 <audigex> LordAro: Exactly, yet we bring up the same messages about trains having problems... forever, I think? I've never noticed that it goes away if I ignore it, it just loops round again
14:31:24 <_glx_> actually blue number could already give bad info before unbunching, because vehicle going to service were also in blue
14:54:15 <jfkuayue> is linux mint (based on ubuntu) unaffected?
14:56:13 <LordAro> i think they use ubuntu repos in places
15:24:14 <peter1138> > Announces slopping itself
15:25:25 <LordAro> also the apparently fairly botched Copy Fail stuff - might be preventing people from updating?
15:27:57 <LordAro> the timelines were pretty short, and apparently distro maintainers were not made aware
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16:32:15 <merni> Hmm, I was thinking about adding a search bar to the active newgrfs like the one for inactive newgrfs, for those of us crazy people who use a ton of newgrfs in their games
16:32:45 <merni> It seems like a fine idea except for the "move up" and "move down" functions
16:33:32 <merni> Well arguably that's just another way to move up/down, but yes
16:33:40 <merni> (Can you drag and drop between the active and inactive lists?)
16:35:21 <merni> I suppose a better way to implement search here could be like how it works in Word or browsers, where it just highlights the first match, and you have a way to jump to the next/previous match
16:35:43 <merni> But that would be inconsistent with how search bars work in the rest of the game
16:37:21 <merni> including the other half of the same window
16:45:25 <mmtunligit> oh my god theyre trying to show operating ratio in the finances window lmao
17:02:29 <peter1138> Argh what. Yesterday I improved a query from 6 seconds down to 1 second. Now it's back to 6 seconds. :o
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19:14:52 <peter1138> Okay, I did `ANALYZE` and now it's fastish again :/
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19:48:08 <peter1138> Hmm, if I extend `_station_bridgeable_info_waypoint` to 8 entries, then the buggy waypoints should allow bridges over them.
20:18:43 <peter1138> Or just fix up the savegame with another map scan :/
20:54:41 <peter1138> Hmm, nobody ever noticed/complained that the Tram toolbar button disappears if the window is not wide enough...
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21:21:34 <rito12_13> peter1138: Not only tram button... By noticed you mean at github?
21:26:44 <peter1138> Well, obviously something has to disappear, but the tram button is conspicuous, seeing as all the other build-infrastructure buttons stay around, and the tram button was added later...
21:30:59 <rito12_13> > Ideally ToolbarMode enum should be replaced with an bool and the switch behavior of toolbar reworked to integrate all buttons in contracted mode, but that would be much much out of scope here.
21:31:00 <rito12_13> That might be related
21:32:57 <_jgr_> I'd expect that very few players are aware that the toolbar layout changes when using a very narrow window at all
21:37:28 <peter1138> (Why does the BR Trains set disable road vehicles?)
21:41:12 <audigex> peter1138: Honest answer: Because I disabled them while testing some weird ID/overwriting issue with trams and forgot to remove it until you said that π
21:42:18 <audigex> IIRC when I was using IDs 1-20 or whatever the default road vehicles are, if I didn't provide (some property) it was being inherited from them and screwing things up
21:42:18 <audigex> Once I realised that's what it was I disabled them to confirm, didn't intend for it to be a permanent change, whoops
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22:46:30 <squirejames> Anti-Beeching Protection π
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